Bug? CUT2 KOTH bot movement on Hill question.

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-Penfold-
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Bug? CUT2 KOTH bot movement on Hill question.

Post by -Penfold- »

How would I go about making bots move constantly about the KOTH area? I've tried multiple ChaosKOTHHILLPoints but they tend to hang around the one closest to the ChaosKOTHTrigger.

Any suggestions on how to keep them moving excluding weapon/ammo/health placement or hill area cycling?
Last edited by -Penfold- on Thu Oct 09, 2003 7:53 pm, edited 2 times in total.
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-Penfold-
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Post by -Penfold- »

OK did some more testing and found out some more.

The problem doesn't appear to be not being able to recognize more than 1 ChaosKOTHHillPoint. The problem is that the bots flock together to much, and this ends up being they all flock at only 1 of the CKOTHHPs.

Also I noticed a flock of several bots of separate teams ignoring themselves while only a meter or two away from eachother. This persisted while gathering ammo/health outside the hill zone, and then once in the hill zone they would finally attack eachother.

Is there any way (in the map) to make the bots freelance or not flock while in the hill zone? Any way to force them to roam or separate? Was the bot behavior designed exclusively for very small hill zones?

Is there a way to make it so only one bot roams one CKOTHHP? Similar to UTs Ambush Point? (didn't team based games only allow one bot per ambush point?)
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jb
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Post by jb »

-Penfold-

Make sure your using the lastest version of Chaos (PR1.02) as we had some AI tweaking done for KoTH in that version.
This persisted while gathering ammo/health outside the hill zone, and then once in the hill zone they would finally attack eachother.
This was done on purpose as bots loved to play DM. So we told them only to fire when they or their target is on the hill.

Another map tweak that works great is using UnrealScriptedSequence actors. What I did in a new version of Pryamid is plkace these on the hill. I give them a certian tag (DefendKoth0). I set the ChaosKothHillPoint GameObjective DefenseScriptTag to that same value of the defense point (DefendKoth0). Then the bots now will wounder the hill vrs standing in one spot. Not for my maps I use only 2 HillPointTages (remember set one to the red and the other to the blue team). Again this seemed to work well.
Jb
-Penfold-
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Post by -Penfold- »

Thanks for the input.

Is your new map currently available so I can use it as an example?
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jb
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Post by jb »

And if you do that...then you get bots that spread out a whole bunch more:

http://www.chaoticdreams.org/ce/ChaosUT ... tTweak.jpg

In this pic the red and blue almost divide up the hill....again not perfect but much better than standing in one spot. And we probable could tweak it a bit more....
Jb
-Penfold-
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Post by -Penfold- »

where in the actor tree are the unrealscriptedsequence actors?
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-Penfold-
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Post by -Penfold- »

Found it, I'll see if I can figure out the rest.
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-Penfold-
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Post by -Penfold- »

Well, I tried setting the defscript to roam1 on the CKOTHP and Unrealsriptedsequence (x9) tag to the sam roam1. Tried it with roaming set to true and false. The bot wouldn't roam... Any suggestions?
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-Penfold-
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Post by -Penfold- »

Hmmm...

Dicided to mix things up, so I threw in some dom points. Now one bot on the blue team randomly goes between the USSes, but the other bots of the same team don't. I'm going to try assigning other patchs to additional CKOTHPs that I'll add (currently, there is only 1 with 5 USSes.
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Post by jb »

Send me the map and I can take a look at it for you...
Jb
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